On February 11 2016 20:48 deacon.frost wrote: Hmm, apparently when you are coming from a mission caps-lock helps with loading times of the base... WTF?
ahh yes caps lock, because yelling at your game in text makes it load faster.
Right now I don't know whether it's trolling or true as I am at work, but I raged a little over the loading times
It does indeed work (most often it cuts down loading times when returning from missions).
On February 11 2016 20:48 deacon.frost wrote: Hmm, apparently when you are coming from a mission caps-lock helps with loading times of the base... WTF?
ahh yes caps lock, because yelling at your game in text makes it load faster.
Right now I don't know whether it's trolling or true as I am at work, but I raged a little over the loading times
No it's not a troll, although it sounds like it. I think I mentioned here a few pages or dozen so back. Post mission, let the dropship window be a second or 2, then press capslock once. The animated screen will freeze as it stops rendering and then the loading is done in 1-2 seconds.
Every session the first time you do this, it may take a little more time, but each mission after that is speedload heaven.
Tried to play the final mission only to have it crash when I try to use AoE effects against the third pod (For me, 2 Archons and 3-4 codexes). While it did not corrupt my save files thankfully, it did corrupt some other files (I verified Steam cache and some files were corrupted). Hopefully I will be able to finish the game without problem at some point
Lol Dominate is so out of control. Extract mission starts, a pod with an elite shieldbearer, andromedon and a heavy lancer discovers me on turn 1. Well, too bad I have 2 Psi-ops with me, so now I have a full health andromedon to scout for me and everyone is running around with a 5 point energy shield :D
On February 11 2016 20:48 deacon.frost wrote: Hmm, apparently when you are coming from a mission caps-lock helps with loading times of the base... WTF?
ahh yes caps lock, because yelling at your game in text makes it load faster.
Right now I don't know whether it's trolling or true as I am at work, but I raged a little over the loading times
No it's not a troll, although it sounds like it. I think I mentioned here a few pages or dozen so back. Post mission, let the dropship window be a second or 2, then press capslock once. The animated screen will freeze as it stops rendering and then the loading is done in 1-2 seconds.
Every session the first time you do this, it may take a little more time, but each mission after that is speedload heaven.
I tried this once and I got that freeze and I thought it made it worse, didn't try it again in same playing session. I will have to try it again today although I don't mind waiting 1 minute for it to finish, it gives me a chance to cooldown from the mission and decide what is next.
As for why CapsLock does this, my guess is that it was a testing tool that was by mistake left in release version.
On February 11 2016 16:18 hfglgg wrote: why would people use ap ammo over bluescreen or dragon/venom rounds? the only enemies where ap ammo is much better are shieldbearer with their 3 to 4 armor. the big mecs only have 6 armor so you win 1 damage for unshredded enemies. organic targets with armor often only have 1 armor so bluescreen loses only 1 point of damage. i think ap ammo is in a really weird place.
Because you only start to see very powerful robotics very late game, most of the MECs you can just hack them. And organic targets is not only 1 point of damage, if you are not using talon rounds on your rangers early in the game, you are loosing way more than that.
On February 11 2016 16:39 -Archangel- wrote: Why would people use anything but EMP rounds. Only robotic enemies come with lots of life (except Berserkers). Everything else dies fast even without any special rounds.
Legendary, officer mk3 which appear before you have plasma have 16 health, for example. Archons also have a lot of health and they are not robotic, etc, etc...Also, it stops 'lids from attacking. Completely. Even the ones that unburrow.
I don't have a hacker so my sniper owns mechs with EMP rounds. Archons are not a problem anymore for my squad. I run with: 1 ranger focused on stealth (has extra life and flashbang) 1 squadsight sniper with Emp rounds (used poison rounds before I got emp ones), he has spider armor and awesome upgrade for sniper that lets him do 3 free reloads per mission and +15% hit chance upgrade 1 specialist focused on healing and support. He got a bonus grenade damage and AoE as extra perk so I also have him carry a plasma grenade (not sure if there are better choices, Emp grenade?) 1 PSI Ops with most Psi skills trained. Also carries a Mimic grenade to have more options. 2 Grenadiers both focused on explosives. One has a Exo suit and a rocket launcher, other also one Mimic grenade.
I only need emp rounds for this team, PSI Ops takes care of all meatbags.
Yeah sure, i am certain than in on a lower difficulty where your tech is cut in half time, it doesn't matter that much what you put in your troops until the very late game. That's why i said on legendary difficulty specifically since you are facing stronger enemies with much less firepower.
About t2 grenades.
- Plasma grenade are jack of all trades. Average damage damage, strip cover and 2 armor. - Acid strips 4 armor, deals average damage and heavy dot damage. Doesn't destroy cover. - Fire grenades deals the highest damage (6) on organics plus dot, shreds 2 armor. Doesn't destroy cover. Burn. - EMP grenades deals the highest damage (6) on robotics plus hacking defense penalty. Ignores armor. Does not destroy cover. - Gas grenade average damage, strips 2 armor, poison.
And proximite mines, which i haven't used but do 8 damage shred 2 armor.
Then some radius are different, gas has the highest (5) while Fire and EMP (4) are second, and frag/acid third (3).
emp grenades also have a chance to cause status effects (disorient, stun) on robotic enemys.
On February 11 2016 22:30 Kipsate wrote: I will be wrapping up my current playthrough about tomorrow I think and will be jumping into higher difficulty.
Anyone got any tips? what should I build first apart from GTS? should I expand contacts asap? when do I research psi-stuff, rush weapons?armour?
Unless you desperately needs more supplies, I would wait with making new contacts so you can more easily expand towards objective sites when you feel ready to take them on
Build order Buy 2 flashbang grenades GTS (SS1, SS2, Wet work) AWC Power relay Proving grounds
If you have a second engineer, accelerate GTS to get extra grenadiers as soon as possible by training.
Research
Weapon fragments (or however it's called) Alien biotech Advent officer Advent soldier (battle scanners just in time for first retalation mission) Resistance comms Magnetic weapons
In break times open contacts, if not, get anything you can gather, except rookies, only get one of those rewards so you don't need to recruit them by payment.
Buildwise what worked for this commander run really well was
GTS Comms Power on coil AWC Psi labs
research I went
Modular weapons Mag weapons Resistance comms [pause mag weapons when this comes available, this should take ~5 days] Finish mag weaps alien materials armor upgrade biotech officer soldier
not gonna have scanners for the first retal, but that's fine, first retal only has 1 faceless. don't approach any civs unless it's at the start of your turn and aim to kill the 3 alien pods instead. If you know you're gonna kill the last alien and haven't killed faceless yet, make sure your troops are standing far away from any civs. That way, the faceless will spend its turn getting into nice shooting range for you.
I advanced quickly to 5 areas opened to get extra supply income coming, plus I had the option of just upgrading comms if there was a facility I really needed to get to.
Oh so the Advanced Warfare Center is retroactive, but only kind of. Taken from the mod True retroactive AWC which fixes this problem.
Here's how AWC work, when you recruit a new soldier with AWC already built, the game rolls a hidden ability with a specific rank requirements for that soldier; or when you built AWC, it rolls for all your existing soldiers; Then this part starts to cause problems, those hidden abilities only get revealed when your soldier lands on EXACTLY the required rank of the hidden ability (this is not the rank of when you get the ability for the original class, just a random number generated by AWC), so if the required rank is lower than the soldier's current rank, tough luck, the soldier has lost his opportunity to get a bonus perk FOREVER, unless you rebuild AWC then it rerolls everyone's perk but it's not ideal either (you need to keep rerolling and building takes time), this fix change the requirement to be exactly on the rank to higher or equal to the required rank, so even if AWC rolls a lower number than the rank, you still get the perk.
Was confused that only some very late in the game were getting it, while the soldiers I had from the start didn't get anything even though they weren't fully promoted when AWC was built.
I rushed the armor early, but that seemed to trigger enemies with more health, so I had a rough patch where I didn’t have enough damage output. I put a lot of focus on getting engineers early, because they make your more flexible. Once you get a resistance coms up, that makes life much easier. The only other thing I do is try to focus on getting a captain ASAP to get the 6th squad member.
The biggest difference is this game is I have a deeper bench than in X-com because everyone gets wounded. I keep a lot of healing specialist and med kits for aggressive missions, so I can be riskier with my rangers and they can take a couple hits. With aid protocol and the spider suit, they get missed a lot. Plus you can do a run and gun/melee, followed up by putting them on overwatch. And your specialist can still fire after that.
Also, the experimental grenades and ammo are really good. An acid grenade amazing.
Hmm, on legendary first retalation has 2 faceless. Dunno what dificulty kipsate is going to play tho, but for commander that would be safe enough i think sure.
You can trigger them by killing pods too. They normally reveal themselves once 50% of the aliens die, and if you kill all of them. I just bring mimic decoys to stall out the pods and ignore the civilians most of the time. The best part about that is they reveal themselves on the enemy turn.
Yeah, but they are slow as fuck and don’t travel to cover. I have never had one complete an attack if they get revealed that way. Way easier to deal with.
On February 11 2016 22:30 Kipsate wrote: I will be wrapping up my current playthrough about tomorrow I think and will be jumping into higher difficulty.
Anyone got any tips? what should I build first apart from GTS? should I expand contacts asap? when do I research psi-stuff, rush weapons?armour?
On February 12 2016 00:28 Plansix wrote: You can trigger them by killing pods too. They normally reveal themselves once 50% of the aliens die, and if you kill all of them. I just bring mimic decoys to stall out the pods and ignore the civilians most of the time. The best part about that is they reveal themselves on the enemy turn.
There are 4 ways for them to be revealed:
- You move next to a civilian and trigger it. - Alien turn and you are in distance for them to get to melee (not always, but most of the time) and attack. - You grenade/scan the civ. - You kill all the aliens on the map.
Safest is to scan a path towards the alien pods, and never rescue civs. I tend to stay away from them, and then just kill the faceless when i killed all the aliens or i scanned them.
I am also very excited for the patch the lets me turn of the announcements from central. I don’t need to hear the same dialogue bark every time 2, 4, and 6 civs are killed. Or every time I wander need an objective.